Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
https://files.facepunch.com/forum/upload/223224/4a8bd272-13ee-4d9e-aa64-715433d8d515/house1.png
Used Cycles in Blender combined with Filmic-Blender to render out another low-poly isometric style scene for my class project, this time it's a small flat. 1000 samples.
The Filmic plugin really helped to create more realistic lighting, biggest improvement was that it prevented the brightness of the emissive window materials from washing out the colours on nearby objects like the radiators, bookcase and floor, also did a bit of subsurface scattering on the lampshade.
Still nothing done with commyball huh?
Really wanted to see what people would do with it.
Hey sorry if this has been asked before, but I was wondering what you guys think are the best resources for learning Hi-Poly to Game Asset modeling?
I tried doing something in Substance but all the maps ended up weird :\
you dont need to install filmic blender anymore its included in blender by default and doesnt replace the other color managent options
polycount
The Toolbag Baking Tutorial | Marmoset
Buuuuug man WIP. Thorax booty thing is next, then the neck and head. Oh boy.
https://files.facepunch.com/forum/upload/2014/26154826-49fe-438b-85d8-012c2c0376c0/unknown-2.png
I'm trying to make a good leap away from restricting myself to solely Google Sketchup for shit, and this has all been done thus far in 3ds Max and Blender's sculpting tools (don't worry; I used the decimate modifier to avoid ridiculous tri count since this is going into a game more or less) for parts of the limbs.
Pretty good considering my last full model was a kinda shitty gun.
https://files.facepunch.com/forum/upload/132706/7448cf65-5485-4775-97b9-41834e177c9a/image.png
I spent most of the day yesterday working on fingers
Yeah I actually tried something as well, but if I remember the normal got funky each time, and I couldn't figure it out. :s
Try out the denoiser in Blender. Its magic and with things like your simple style it works the best.
Also for an inside scene make sure you don't have actual glass windows in there, adds a lot of render time.
Thanks, it's not glass it's just a white plane with an emissive material
After almost a year I finally got the body modeled. now the next challenge that shouldn't take as long: modeling the head Fuck hands and their complexity
https://files.facepunch.com/forum/upload/132706/f06b71f7-f4be-4457-b1bf-7194e22fb57b/image.png
https://files.facepunch.com/forum/upload/132706/46eff0e6-2a42-48ac-b37b-1fd05d854ab2/image.png
Now to model the inside of the mouth and the eyes themselves and I have one more step closer to making this usable for things I plan to use it in.
https://www.artstation.com/artwork/0G9LG
https://sketchfab.com/models/dbe319b5fbbf463a93edfb25e9c20f38
I will never make a new car, or a car that excites other people.
Boring malaise for days.
Should I choose Unreal or Unity for developing a series of walking simulator-ish set pieces? I'm leaning toward Unreal, but I'd like to be sure.
@MIR I'd say Unreal. It's much more fully featured as a production ready game engine. If you already know scripting you can get a lot out of Unity, but have no source access if you want to dive deeper. Blueprints on the other hand can do essentially anything a Unity script can and are an intuitive introduction to programming for those not experienced. Big BPs can become a bit of a mess though, so you want to make sure to clean up after yourself in all the same ways you would with traditional programming (calling custom functions, etc). And if you want more, the engine code is freely accessible. It's also well commented where you're likely to touch it, so if you do simpler things like make custom version of the character classes for example, you wouldn't need a huge breadth of systems and programming knowledge.
With Unity too there is so little provided in the base engine that it requires either an over-reliance on asset store content, which creates super bland and samey games, or a lot of scripting if you want something that doesnt feel like Shitty Unity Asset Flip 5000.
Unreal hands down, you can have a working prototype in about 5 minutes and the graphical options available are 100% more out of the box ready than Unity.
I have about half a decade of programming experience, so scripting's no object for me. I had my suspicions that Unity would eventually give me trouble because of its immutability, so this solidifies my decision.
Another important thing to mention is you can use blueprints to extend and modify C++ classes and BP compiles to be almost as good as native code performance-wise, so you can use both where they're most effective.
Amost as good performance-wise?
https://youtu.be/V707r4bkJOY
im considering nativization which by that videos own example is pretty damn good. realistic use cases where you'd be extending C++ with BP, or using BP for simple triggers and systems, making prefabs, etc should never really be a problem.
Athough I can agree that in simple cases BP would be more efficient and fast to make than code. @MIR asked about making some complex physics based walking thing as far as I know and you can pump a lot better performance out of coding in that case.
yeah good point. core game systems should definitely be code. ive seen a number of people who will prototype with BP and translate to code later as well.
I would happily run people over in that car.
https://files.facepunch.com/forum/upload/164673/d5f48feb-c892-495f-817c-460decff5401/Demo.png
Page 7 of a comic strip I am making for my graded unit. Running out of time so I'm trying to wrap everything up now. Just a sneak peek for the time being.
So I'm starting to construct environments, but now I'm left wondering if I should break interiors into modular pieces or construct monolithic shells for each space to avoid repetition and "gaminess." I also can't imagine how I'd be able to do things like bevel the corners of rooms if I went down the route of modular design.
I dunno dude, I suck at drawing environments, if all else fails I just take a photo and trace the basics. I'm trying to get better though myself. There should be somewhere here who would know better though.
quick update, still figuring out the wire colours so pls don't bully me
https://files.facepunch.com/forum/upload/223224/115b29e4-1eed-4921-9b3f-b61b01f3e6d8/screenshot002.png
https://files.facepunch.com/forum/upload/223224/aa71ac0b-096b-44ca-b313-624aca238e26/screenshot000.png
https://files.facepunch.com/forum/upload/223224/007329a7-0af3-448f-9151-942179788d8c/screenshot001.png
Awesome work. How many triangles if I may ask?
I'm also still working on mine, as well. Had similar problems with low-poly bakes so I'm just going to texture the high poly version (I've gone through and optimized a scene file and minimized geometry in some places while retaining detail), I just don't want to post something until I have some significant progress to post. It'll come tho, I just gotta get work done for other classes too.
The gun by itself is 16353 tris
the laser is 526 tris and the scope is 4846 tris (little bit higher cus it's going to be closest to the players face)
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